81 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| Shader "XRContent/TransparentPulse"
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| {
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|     Properties
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|     {
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|         _Color ("Color", Color) = (1,1,1,1)
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|         _MainTex ("Texture", 2D) = "white" {}
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| 
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|         _PulseSpeed ("Pulse Speed", Float) = 30.0
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|         _PulseMaxAlpha ("Max Pulse Alpha", Range (0, 1)) = 0.5
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|         _PulseMinAlpha ("Min Pulse Alpha", Range (0, 1)) = 0
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|     }
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| 
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|     SubShader
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|     {
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|         Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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|         LOD 100
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|         ZWrite On
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|         Offset -1,-1
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|         Blend One OneMinusSrcAlpha
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| 
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|         Pass
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|         {
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|             CGPROGRAM
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|             #pragma vertex vert
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|             #pragma fragment frag
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| 
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|             #include "UnityCG.cginc"
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| 
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|             struct appdata
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|             {
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|                 float4 vertex : POSITION;
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|                 float2 uv : TEXCOORD0;
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| 
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|                 UNITY_VERTEX_INPUT_INSTANCE_ID
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|             };
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| 
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|             struct v2f
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|             {
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|                 float2 uv : TEXCOORD0;
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|                 float4 vertex : SV_POSITION;
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| 
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|                 UNITY_VERTEX_OUTPUT_STEREO
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|             };
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| 
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|             sampler2D _MainTex;
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| 
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|             float4 _MainTex_ST;
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|             fixed4 _Color;
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|             float _PulseSpeed;
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|             float _PulseMinAlpha;
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|             float _PulseMaxAlpha;
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| 
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|             float _DistanceFadeFactor;
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| 
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|             v2f vert (appdata v)
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|             {
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|                 v2f o;
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| 
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|                 UNITY_SETUP_INSTANCE_ID(v);
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|                 UNITY_INITIALIZE_OUTPUT(v2f, o);
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|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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| 
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|                 o.vertex = UnityObjectToClipPos(v.vertex);
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|                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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| 
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|                 return o;
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|             }
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| 
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|             fixed4 frag (v2f i) : SV_Target
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|             {
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|                 fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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|                 float pulsePhase = 0.5 * (sin(_Time * _PulseSpeed) + 1.0); // Map time to sin wave from 0 - 1
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|                 float pulseAlpha = _PulseMinAlpha + (pulsePhase)*(_PulseMaxAlpha - _PulseMinAlpha); // Remap wave to min/max alpha range
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|                 col *= pulseAlpha;
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|                 return col;
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|             }
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|             ENDCG
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|         }
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|     }
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| }
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